void ChangeWeaponType(int subType) { weaponSubType = (EquipWeaponType)subType; for (int i = 0; i < GridWeapon.Count; i++) { GridWeapon[i].SetActive(false); } if (load != null) { Main.Ins.StopCoroutine(load); } load = Main.Ins.StartCoroutine(AddWeapon()); }
void Init() { weaponSubType = EquipWeaponType.Sword; if (CameraForWeapon == null) { CameraForWeapon = GameObject.Instantiate(ResMng.LoadPrefab("CameraForWeapon")) as GameObject; CameraForWeapon.Identity(null); WeaponModelParent = Control("WeaponParent", CameraForWeapon); wload = WeaponModelParent.GetComponent <WeaponLoader>(); wload.Init(); } WeaponRoot = Control("WeaponRoot"); Control("Equip").GetComponent <Button>().onClick.AddListener(() => { ChangeWeaponCode(); }); Control("Close").GetComponent <Button>().onClick.AddListener(OnBackPress); for (int i = 0; i < 12; i++) { string control = string.Format("Tab{0}", i); Control(control).GetComponent <UITab>().onValueChanged.AddListener(ChangeWeaponType); } if (load == null) { load = Main.Ins.StartCoroutine(AddWeapon()); } }